The WarLock is a strange natural phenomenon, that was discovered to be a part of the universe. The realm is a consciousness we are all a part that we become tuned into when we enter. Through tuning the mind, Armies are able to enter this reality to compete against each other. As real as a vivid dream can get, this alternate reality mirrors the real world, whilst also allowing armies to create their own rules and agreements for the game, so that the only way to escape, is through victory, or through death. Like falling into an inescapable sleep, armies can "lock in" for battle, with death or victory, as the only way of escaping.
Play as a war general, by assembling your army and fine tuning your battle strategy, and compete against other war generals. Whether you want to fight for rewards, competition or for fun, this game is for everyone.
Each Character card has the following structure shown below. The following attributes of each character card are as shown.
For understanding these card attributes in more detail, below is a list of these attributes alongside a description.
CARD ATTRIBUTE NAME | DESCRIPTION |
---|---|
Name | The Characters name |
Class Details | What classes the character is a part of. The class outlines the attributes of the character and their playstyle |
Tier | The Tier that the character is a part of. The tier determines how strong the character is. There are limitations on how many characters in a tier you are allowed to have in your barracks. |
Armour Value | The Characters maximum starting Armour. (Value Can be increased with equipment) |
Armour Dots | How many Armour bars make up the characters total Armour value |
Armour Bar | A visual representation of the Characters current Armour. each division represents an interval of 5 |
Health Value | The Characters maximum starting Health. (Value Can be increased with equipment) |
Health Dots | How many Health bars make up the characters total Health value |
Health Bar | A visual representation of the Characters current Health. each division represents an interval of 5 |
Statistics | A Characters Statistics used in calculations of abilities, gameplay, and limitations |
Abilities | A Characters abilities they can use each battle phase. Each Character has 3 Abilities |
Ability Cooldown Value | The duration you must wait, before that Character can use that Ability again |
Ability Types | Details on what types of moves an ability contains, for understanding the nature of that ability, and what rules must be followed. |
Weapon Card Slot | Where you can equip a Weapon card to your Character. |
Armour Card Slot | Where you can equip an Armour card to your Character. |
Tactical Equipment Card Slot | Where you can equip a tactical equipment card to your Character. |
Summoning Condition | If a Character is tier 2 or above, a summoning condition must be met in order to summon the card. This is found underneath the Characters name inline with the Characters Tier |
List for understanding a Characters Statistics, and how they are used in the game.
STATISTIC NAME | STATISTIC DESCRIPTION |
---|---|
Strength | Value determines what level equipment the character can have equipped. |
Vitality | Determines the amount of equipment the character can have equipped. |
Speed | The speed of a character, determines what character gets to use their ability first. (Fastest character gets to use their ability first, slowest uses their ability last) (Value Can be increased with equipment) |
Regeneration | How much Health the character gains back after every battle phase. (Value Can be increased with equipment) |
Attack Damage | Value is used to calculate how much damage the characters attacks deal. (Value Can be increased with equipment) |
Character abilities can consist of the following effects/attacks listed below, and can include multiple effects/attacks in one ability. Character abilities can also be
Passive: Constantly applied every turn
Active: Must use the ability for that turn
ATTACK NAME | ATTACK DESCRIPTION |
---|---|
Melee | Can only target front row characters (unless stated otherwise) |
Ranged | Can target front and back row characters |
Area Of Effect (AOE) | Can land on multiple, or all characters where specified |
EFFECT NAME | EFFECT DESCRIPTION |
---|---|
Armour Piercing | Attack ignores targets armour, and deals direct damage to the characters health |
Lifesteal | The attacker heals for an amount of damage they dealt with their attack to the targets Health |
Bleed, Venom, Burn | After an attack lands, place a counter on the target hit. That target takes either 5, 10, or 15hp points per turn whilst that counter remains. |
Silence | When the attack lands on the target, they have their ability cancelled for the turn. |
EFFECT NAME | EFFECT DESCRIPTION |
---|---|
Parry | Defend/deflect an attack, and complete an action to the attacker in return. (e.g's: Return with an attack; Shatter opponents equipment; Disarm opponent; etc) |
Deflect | Deflect a projectile attack, to either return the damage to the attacker, or another target, or to block the damage. |
Evade | Become immune to specified abilities or actions as specified. |
Block | Mitigate all or some damage dealt to your character from attacks |
EFFECT NAME | EFFECT DESCRIPTION |
---|---|
Untargetable | Character cannot be directly targeted by an ability, however character can still be damaged (e.g from AOE attacks) |
Immune | Character doesn't take any damage and is unaffected by enemy effects |
Heal | Character gains an amount of HP back. Amount can be percentage or a flat value |
Negate | The targeted character has their ability cancelled for the duration of the turn. |
Cleanse | Removes every applied effect from the targeted ally character (e.g, bleed, Venom, Mark, etc) |
Obstruction | Character becomes the only target opponents characters can use their abilities on |
Shatter | Destroy an opponents equipment or an opponents field card when a certain specified requirement is met
(E.g parried, marked, character hp reaches a point, Weapons dmg is lower than a point, etc) |
Disarm | Steal an opponents weapon, when a requirement is met (E.g Parried) |
Loot | Steal from an item from an opponents barracks (Weapon, armour or equipment) |
EFFECT NAME | EFFECT DESCRIPTION |
---|---|
Marked | Character marked has certain effects applied to them for the duration of the mark. (e.g: marked character takes double damage from the hunters attacks) |
EFFECT NAME | EFFECT DESCRIPTION |
---|---|
Execute | Character can eliminate another character once their health reaches a certain point. This can be a percentage, flat value, or when a condition is met |
EFFECT NAME | EFFECT DESCRIPTION |
---|---|
Undead | When your health reaches 0 points, stay alive for this turn and use your ability for the turn. After this turn ends, you become eliminated. |
Equipment cards consist of, (Weapons, Armour, Tactical equipment) that can be equipped to your character to provide special passive effects, or to improve the Characters statistics. Below is a visual representation of the structure of these cards.
The barracks contains all of the selected cards you would like to use when engaging in battle with your opponents. Your barracks contains your decks that consist of the following.
Contains all of your Characters that "don't require recruitment conditions to be met" in order to recruit them.
Tier 1 Characters (x8)
Recruited without any recruitment conditions
Contains all of your Characters that "require recruitment conditions to be met" in order to summon them.
Tier 2 Characters (x8)
> Recruitment condition must be met in order to recruit character
Tier 3-4 Characters (x4)
> Recruitment condition must be met in order to recruit character
Tier 5 (x1)
> Boss card
> Recruitment condition must be met in order to recruit character
Contains all of your Equipment cards and your Field Cards.
Equipment and Field Cards (x40)
> Includes all of your (Weapons, Armour, tactical equipment, Field Spells)
Each players field will be structured as shown below, consisting of 4x Front Row Card Slots, and 4x Back Row Card Slots. Each players field will also have 3 Deck slots for each of their decks
The Entire field will look like the following.
The game follows the following procedure, (Recruitment Phase, Selection Phase, and Battle Phase). Each Player has their own individual Recruitment and Selection Phases, where the order for who enters these phases alternates.
Their are two Recruitment Phases, (Recruitment Phase P1), and (Recruitment Phase P2); and their are two Selection Phases, (Selection Phase P1), and (Selection Phase P2). P1 represents Player 1, and P2 represents Player 2.
Knowing this, the game follows the following pattern, shown below, where the order of the Phases for P1 and P2 alternate.
Recruitment Phase P1
Recruitment Phase P2
Selection Phase P1
Selection Phase P2
Battle Phase
Recruitment Phase P2
Recruitment Phase P1
Selection Phase P2
Selection Phase P1
Battle Phase
Repeat.
OPTION 1
> Player places a Character they want recruited facedown in one of their card slots.
> The Character does not get recruited until the next recruitment phase.
OR
OPTION 2
> Player equips one of their already recruited characters on the field with a (Weapon, Armour, Tactical Equipment)
OR
OPTION 3
> Player places a field card down in their backrow card slot
Reasons for this game mechanic
Every Character card, has their Character art on the back of their card, meaning that if someone has versed, or seen this Character in the past, they will recognise them when they are placed facedown on the field.
The reason behind the recruitment of a character taking two recruitment phases, is to allow the opposing player who is going second in the recruitment phase, to anticipate and know what is coming next. This will allow them to strategise and use their recruitment phase to prepare for facing this character being summoned, or to setup a way to counter them.
Equiping Characters with Equipment and placing field cards is completed instantaneously during the players recruitment phase, in order to give some form of balance to each sequence, so that the player going first during the sequence isn't always at a disadvantage and to bring a uniqueness to the gamplay style of the game
Player pre-selects what moves every one of their recruited Character will be using in the battle phase
Reason for this mechanic
This allows the opposing player going second in the selection phase to see your battle strategy beforehand, and know what moves to expect during the battle phase, so that they can then select their Characters abilities to match your preferences, giving them the current advantage in the battle phase.
Characters use their abilities. Characters can use their abilities in any order, however a Character with a higher (Speed Value) has priority and gets to use their ability first if they decide to use their ability.
Reason for this mechanic
Adding the speed of Characters into the gameplay, allows new gameplans/playstyles and strategies to be invented. Instead of players focusing on Attack Damage, Health, Armour when selecting a Character, they will also need to think about the Characters Speed, as this will have heavy influence on them in battle. (e.g, if an opponents characters are all faster than your characters, they get to use all their characters abilities first before you.)
Due to the complexity of this game, and the large scale of assets and mechanics required to develop in order to bring this game to life, this game will be in development for a while. An estimate for when tasks will be completed on this road map may be innaccurate due to the complex nature of the project, as unexpected issues can't be predicted and included in the estimate, and due to other influences aiding the speed of the project, (e.g Funding, Time able to be spent on project, etc)
The road map is only an estimate, and so tasks may be completed either earlier or later than expected.
1) Character asset art completed
2) Character asset animation completed
3) Basic motion mechanics for character completed
4) HUD graphics completed
5) Character Bars / HUD mechanics completed
6) Objective mechanics completed
7) Environment art assets completed
8) Environment assets added and coded into game
9) Enemy asset art completed
10) Enemy asset animation completed
11) Enemy movement mechanics completed
12) Combat and interaction mechanics completed
13) Polishing game (determining issues, finding ways to improve areas, fine tuning mechanics)
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